Immersive crowd experience for spectating
AssigneeSony Interactive Entertainment Inc.
InventorSudha Krishnamurthy
Life of this patent
Estimating the term…
Abstract
An automated system that improves the spectating experience for a computer game or e-sport by placing spectators in locations based on their preferences, interests, demographics, and changes in emotions or behavior as the game progresses. The spectator may be moved automatically or may elect to move within the virtual space to improve the immersive experience. In some cases, the system may charge for better spectating experience. The system also detects abusive and inappropriate spectator behavior and allows such behavior to be isolated, in order to improve the spectating experience.
Claims15
A system comprising:
- at least one processor configured with code to:
- identify at least a first characteristic of at least a first spectator of a computer simulation presented on at least one display, the spectator not being an active player of the computer simulation;
- based at least in part on the first characteristic, identify a location in a virtual space of the computer simulation to virtually locate the first spectator;
- present on a device associated with the first spectator the computer simulation from a point of view at the location;
- and
- wherein the first characteristic indicates aggressive behavior on the part of the first spectator, and the processor is configured to:
- on at least one display, highlight the first spectator as being aggressive.
A method, comprising:
- identifying at least a first characteristic of at least a first spectator of a computer simulation;
- and
- based at least in part on the first characteristic, virtually locating the spectator in a virtual space associated with the computer simulation presented on at least one display, the spectator not being an active player of the computer simulation, wherein the first characteristic indicates aggressive behavior on the part of the first spectator, and the method comprises:
- on at least one display, highlighting the first spectator as being aggressive.
An apparatus, comprising:
- at least one computer storage that is not a transitory signal and that comprises instructions executable by at least one processor to:
- using at least one neural network, identify an emotion of a spectator of a computer simulation;
- based at least in part on the emotion group the spectator with other spectators of the computer simulation;
- group the spectator with other spectators of the computer simulation by locating the spectator nearby the other spectators in virtual space;
- and in some cases, charge the spectators when moving locations with a better view of the sport.
An apparatus, comprising:
- at least one computer storage that is not a transitory signal and that comprises instructions executable by at least one processor to:
- group at least a first spectator of a computer simulation with at least a second spectator of the computer simulation;
- and
- allow the first spectator to indicate inappropriate behavior of the second spectator such that responsive to the behavior of the second spectator being identified as inappropriate, the second spectator is moved to another virtual location inside or outside an emulated area of the computer simulation.
Dependencies are inferred from the claim text.